using System.Collections.Generic;
using UnityEngine;

namespace Game.Main.Model
{
	public class ItemData
	{
		public enum SIT_TYPE
		{
			Point = 1,
			Platform = 2,
			PointLocal = 3
		}

		public enum HOLD_TYPE
		{
			Normal = 0,
			Upright = 1
		}

		public string id;

		public byte type;

		public string name;

		public byte layer;

		public string model;

		public byte scriptType;

		public bool canDrag;

		public bool canSit;

		public bool canEat;

		public byte sitType;

		public byte lieType;

		public int placeType;

		public bool canPlace;

		public int placeAttachType;

		public int placeSortType;

		public int[] canPlaceTypes;

		public int placeAmount;

		public byte checkDirType;

		public bool canDestroy;

		public int headId;

		public int hairId;

		public int bodyId;

		public int topsId;

		public int topsIconId;

		public int pantsId;

		public int shoesId;

		public int browId;

		public int eyeId;

		public int noseId;

		public int mouthId;

		public int featureId;

		public bool canHold;

		public float holdX;

		public float holdY;

		public int holdAngle;

		public bool holdFlip;

		public byte holdType;

		public bool canPutHead;

		public float putHeadX;

		public float putHeadY;

		public int putHeadAngle;

		public bool hideHair;

		public bool hideTops;

		public bool hidePants;

		public bool hideShoes;

		public bool canPutFace;

		public float putFaceX;

		public float putFaceY;

		public int putFaceAngle;

		public bool canPutBody;

		public float putBodyX;

		public float putBodyY;

		public int putBodyAngle;

		public bool canPutHand;

		public float putHandX;

		public float putHandY;

		public int putHandAngle;

		public bool putHandFlip;

		public bool canPutLeg;

		public float putLegX;

		public float putLegY;

		public int putLegAngle;

		public float dragX;

		public float dragY;

		public int dragAngle;

		public string dragEfc;

		public string[] dragSound;

		public string effect;

		public int normalAngle;

		public int[] parentAngleTyes;

		public int[] parentAngles;

		public Color32 hairColor;

		public Color32 bodyColor;

		public Color32 color;

		public string anim;

		public string[] clickSound;

		public string[] quicklyClickSound;

		public byte soundType;

		public float scale;

		public ChildNodeData[] frontNodes;

		public ChildNodeData[] aheadNodes;

		public ChildNodeData[] behindNodes;

		public ChildNodeData[] backNodes;

		public string scriptParams;

		public string[] createIds;

		public int createAmount;

		public string changeId;

		public byte tyreId;

		public int state;

		public bool canFlip;

		public bool canBurn;

		public bool forceStand;

		public bool collForceFront;

		public byte floatType;

		public float floatWaterHeight;

		public bool dontPutOtherScene;

		public bool canTouch;

		public bool lockCamera;

		public bool isPoison;

		public List<ComposeData> composeData;
	}
}
